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Sub for coverage to help set up and protection, flamethrower or heat wave for powerful stab, HP fighting incase you meet another Houndoom that will have Flash Fire, electric for water pokes, choose one I guess

LOOKING FOR A LIST OF ALL 3000+ MEW XD MOVE TUTOR COMBINATIONS. Please PM if you have one

Houndoom is a Pokemon focused on countering the most popular threats like Scizor, Ferrothorn, and Latios. Beyond that, Houndoom is nothing special.

...Not really, no one uses Houndoom in OU. As far as fire types go, Houndoom's got no business in OU due to shallow coverage and poor defenses. If Houndoom is your main answer to any of those three, you're going to have a problem. It can't switch into Latios's Surfs or Draco Meteors, so it can only try to revenge kill. Even with Houdoom's resistance to Steel, its poor defense means your standard Choice Band Scizor can still do 47-56% damage to Houndoom with Bullet Punch, a guaranteed 2HKO with entry hazards up, so it can't switch into Scizor either; it can only try to revenge kill. Even as a revenge killer, it doesn't counter Steels in any way that Magnezone doesn't do better, considering it can trap them while it roasts them with HP Fire. tl;dr - Houndoom's got problems in OU and is a risk to use.

That said, it's more apt at trapping and removing the many Psychic and Ghost types of UU with the combination of Pursuit and Sucker Punch. It makes a fantastic Chandelure trapper due to Flash Fire and resisting its other STABs. Base 95 speed works in its favor as well, since it's faster than non-Scarfed Heracross, Roserade, Nidoking, and Chandelure.

Countering the thing, however, is not difficult. It's highly reliant on Hidden Power for coverage; notably HP Fighting and HP Grass. If it goes the way of HP Fighting, then the myriad of water types such as Blastoise, Swampert, Milotic, and Suicune will give it trouble. If it goes HP Grass to dispatch the water types, then it has to deal with Thick Fat Snorlax and Trace Porygon2, who laugh at its fire attacks, don't take much damage from its dark attacks, and proceed to rip it to shreds. While base 95 speed isn't bad, it leaves it outsped by the various base 100's or higher, such as Zapdos, Mienshao, Flygon, Zoroark, etc. Sucker Punch is its only means of dealing with faster threats, which makes it fairly predictable. Overall, it's a good niche Pokemon in UU, but easy to counter.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

Houndoom is one of my favorites among Fire Types and among my Top 5 Dark Types, but let's face a few facts:
1. It's a FIRE Type. Stealth Rock, Earthquake, Surf - these things hurt like the Hell that Houndoom guards.
2. It's got terrible Defense, Average Sp.Def, and Above Average HP. It's not going to last long against chip damage, so how exactly will it last against a hard-hitter?
3. It's got a mostly Physical Movepool and better Sp.Atk (Base 110) than Attack (Base 90). This is one Pokemon that suffered a lot at the hand of the Physical-Special Split. Being denied a Special-based Thunder Fang hinders it against Water Types.
4. Base 95 Speed is Good, but there are so many Speed-sters out there with access to Fighting-, Water-, Ground-, and/or Rock-Type Moves. When you take the Physical fragility of Houndoom into account, you're practically standing in the path of the pain train daring it to run you down.
5. Early Bird and Unnerve Abilities. For the love of Arceus, WHY!?!? Intimidate and Cursed Body could've been better options in its designs for 3rd and 5th Gen, but at least it gets Flash Fire...I'd guess that's a decent consolation prize at the very least...
6. Aside from Sludge Bomb and Shadow Ball, what can you add to a Houndoom's Moveset that isn't a Status Move, Hidden Power, or Solarbeam (if you're so inclined and...pardon the pun...Hell-bent)? Answer: NOT MUCH.
-Foul Play seems to be a waste in several cases, but it has a niche.
-Iron Tail is a powerful, yet coverage-lacking option.
-Hyper Voice is an...interesting option if you want a Special-based Normal-Type Move.
-Beat Up. Can be fun if you've got a lot of Physical Attackers in reserve.
-Thunder Fang, despite the P-S Split, has good cover on many Water Types.
-Super Fang. 'Nuff said.
7. There are many better Special Attackers among Fire Types. Pretty much the sum of today's Pokemon Generation, but it does have access to the niche of Special Attacker that so many Dark Types are incapable of. Only Cacturne, Zoroark, Hydreigon, Darkrai, and Arceus can fill the role of Special-Attacker Dark Type better.

Ah, Houndoom, what was originally considered one of the best fire types in the game around it's introduction has fallen from grace tremendously with each generation passed. This doesn't exactly mean it's bad though, as Houndoom still manages to remain in the UU Tier, despite it's glaring flaws. Regardless, this is still a Pokemon you don't want to pass up if your looking for a good UU Sweeper. Just make sure to give it the right support first.

While this may not be the perfect set for UU now a days, this set can work well if placed properly in late game. Dark Pulse is your standard STAB Attack, and is there to hit Pokemon like Claydol, Dusclops, Xatu, Slowbro and so on. Flamethrower is your other main STAB attack, hurting many regular threats that would otherwise kill Houndoom and resist Dark Pulse like Bronzong and Roserade. Hidden Power can hurt Sharpedo, Rhyperior and other Dark Type Pokemon with great ease, destroying the other half of Houndoom's threats, while Sucker Punch can dent not only physically weak Pokemon who would sponge up Houndoom's regular attacks, but be a quick finisher to anything with low HP. Overheat is for the rare instance where Dark Pulse or Flamethrower wouldn't do enough damage, as 140 Base Power is sure to leave a dent in the opponent. You can likely be able to switch out to get rid of your SAtk drop, although you do run the risk of being hurt by Stealth Rock or an opposing attack if you do switch back in.

Other Options:
-Hidden Power Ice: There for instances where something could easily resist Flamethrower, yet is weak to Ice, such as Rhyperior. Pretty much there if you already have enough coverage on Fighting Types.
-Nasty Plot: One of Houndoom's big game changers comes in the form of a double SAtk raise, turning Houndoom from a Moderate Sweeper to an insane Sweeper that will annihilate anything in it's path though. Try to be careful with this one, as an opponent could easily set up Stealth Rock/Spikes or send in a Pokemon that could sponge Houndoom.
-Substitute: Use alongside a Nasty Plot set, or if you just want to set up. Pretty much all you can really do with it.

Counters and Resistances:
Bulky Water Pokemon will always be Houndoom's worst nightmare, as they can easily soak up a Flamethrower or Dark Pulse and return with a surf, likely OHKOing the Hellhound. Snorlax is also another viable choice, as it can take a hit from Flamethrower thanks to Thick Fat and still resist all other moves, while retaliating with an Earthquake or a Body Slam. Porygon2 can come in with Flash Fire, making it's fire moves useless, and hitting back with Tri Attacks or Discharges or inflicting a status condition. Due to Houndoom's speed, it is also somewhat of an easily outspeed Pokemon, so Choice Scarf users or naturally fast Pokemon can revenge kill Houndoom with ease. Flygon, Mienshao and Darmanitan are all viable picks in this, destroying Houndoom with Earthquake, Hi Jump Kick and Superpower, respectively.

The strength of Pokemon is not given by their stats, movepools, or how "broken" they are. They are given by the love and care we give to them when we raise them up from small hatchlings. We shouldn't think of them as mindless drones, but as our loyal friends and companions.

Hot Dog!

One that hasn't been mentioned yet

Timid 252 Sp Att, 252 speed 4 hp
Flash Fire Life Orb

Flamethrower/Heat Wave
Nasty Plot
Dark Pulse
Will o Wisp

Will o Wisp puts a hurting on things the hot dog can't counter- even Water types. Its DW ability is Unnerve, which stops the eaters of Lum berries and Occa berries, which there are a goodly number of. Not too shabby ability, either.

Houndoom may be a little demonic but this fiery dog is really very frail and "sensitive".

Houndoom's typing combines the mostly phisical dark type with the special fiery side of this evil hound... While the typing is not viable defensively, it's offensive power is not to be underestimated as this type combination hits neutrally a large amount of pokemon. It's stats complements nicely with it's typing as it's defenses are low while it's offenses are high with a slight advantage to the special attacking side... That advantage does not mean that houndoom should only go special, a mixed set is always viable. Having low defenses, this pokemon needed good speed so it can have a chance of doing some damage. While 95 speed is very good in it's own right, it is still outsped by a lot of pokemon. A scarf is a very good idea to give this sweeper a chance for sweeping!

Houndoom's movepool is somewhat shallow but has enough ingredient to make houndoom good but predictable.
On the special side:
-Flamethrower, Fire blast, Overheat or Heat wave are your standard special fire type moves that vary in power accuracy and effect. Each one is good in it's own merits from being a reliable damage dealer to a crazy overpowered move that decimates on contact with a negative side.... Choose your favorite!
-Dark pulse is the only special dark type stab... Good enough!
-Solarbeam is a great coverage move against water, ground and rock types however it must be used in sun only.
-Shadow ball is somewhat a weak choice since dark and ghost have nearly the same coverage and dark pulse gets stab.
-Sludge bomb has a great neutral coverage but really doesn't add anything new to the coverage.
-Hyper voice is in the same boat as sludge bomb...
-Snarl is a gimmick special dark stab, although weak, it softens the blows from a slower physical attacker that you have no hope to survive... Not recommended over dark pulse.
-Hidden power grass can be used to hit the same targets as solarbeam if there was no sunlight, Hidden power water helps you take out other fire types and hidden power fighting assure perfect coverage with dark pulse.

On the physical side:
-Foul play, crunch, sucker punch and pursuit are all great dark type stab moves. Each one is unique and assures a completely different role from the other... Crunch is a fairly strong standard physical attack while foul play uses your opponent's physical attack to deal damage. Sucker punch surprises an opponent that wants to attack you while pursuit punishes all pokemon that think they can switch out safely.
-Payback is the physical gimmick dark type attack... it will be the strongest physical dark type attack but requires houndoom to take a hit which is very difficult to keep houndoom alive after a hit.
-Fire fang is the only fire type physical stab houndoom has access to and it's rather weak. You might want to use flame charge instead for that useful boost in speed.
-Thunder fang can be used for coverage against bulky waters and flying types.
-Return is a physical hyper voice... not really needed.

Status moves:
-Substitute for protection.
-Protect for scouting.
-Toxic and will-o-wisp for that useful status.
-Nasty plot raises sp ATT 2 stages making you deadly!
-Sunny day to be auto weather inducer and taunt to shut down walls... better leave these options to another teammate.

Those are the most useful tools houndoom has access to... Choose right and houndoom will surely not be a disappointment.

The great thing about Houndoom's stats is that it can still reliably pull off some physical offense and when scarfed, can outrun the entire UU tier unboosted. This gives it the right tools to be a revenge killer or even a sweeper once your opponent's scarfed pokemon are out of the way.

A neutral nature is preferred on this set (and most Houndoom bar specific sweepers) since it can't afford a drop in power, speed or it pitiful defenses.

Flash Fire's there to boost your Fire STAB on a switch, since Early Bird and Unnerve are situational at best.

Flamethrower is your primary Fire STAB. Overheat is an option, but this'll force a switch after a few turns. Fire Blast is obligatory since it's just Flamethrower+, but getting a "Fire Miss" might not be worth it. Heat Wave is the doubles alternative.

Dark Pulse is the main Dark STAB. Pursuit can catch your opponent off guard, especially if they know Houndoom is scarfed. If they don't, you can use Pursuit as a way to bluff Houndoom's held item, since it not common on scarfed pokemon.

The last move depends on your team. If you're running Drought, SolarBeam can be run, although this means you'll have to be wary of weather starters. HP Grass is if you're not running the sun and you still want to hit bulky waters and the occasional ground type. HP Water is for other fire types you switch into if the opposing team doesn't have anything else weak to fire, although 30 Special Attack & Speed IVs might hurt a bit.

Other Options:
The last move is mostly filler, so you could try swappiung it out for something else. Iron Tail and Thunder Fang are nice physical options, but Iron Tail finicky accuracy and Thunder Fang's unimpressive power might not bode well. On the special side you have Sludge Bomb and Shadow Ball, but both are redundant due to Houndoom's typing. You can try Reversal, since Houndoom's low defenses will either leave it OHKO'ed or low on health, but the prevalence of priority moves makes this risky. Snarl can be used in doubles over Dark Pulse, but it's low power and the fact that the Special Attack drop probably won't save Houndoom anyways makes it difficult to use. HP Ice might be good against a few pokemon, but the other listed HP's give wider coverage.

5. Early Bird and Unnerve Abilities. For the love of Arceus, WHY!?!? Intimidate and Cursed Body could've been better options in its designs for 3rd and 5th Gen, but at least it gets Flash Fire...I'd guess that's a decent consolation prize at the very least...

Unnerve and Early Bird work nice for VGC though since berry use and Spore run rampant in that format, but Intimidate over Early Bird would have been nice too I guess. For the most part, with all the Swagger/Lum Berry abuse that goes on in doubles, Unnerve is the go to ability when it comes to VGC. With most pokemon running at a bit slower speed in doubles, Houndoom's base 95 speed is actually pretty good. Even pokemon that outrun it aren't too much of a problem as most Doubles teams should be running a form of speed control anyways. Throw in a little Intimidate and maybe some Wide Guard support and you got it made. Now for why to use Houndoom, there's quite a few options:

STAB Heatwave: Spread damage is always nice.STAB Sucker Punch and Snarl: A strong priority attack and a solid attack that weakens special attackers.Feint: Hit foes hiding behind Protect and picks off those Sashed mons.Taunt: Stop opposing setup.Snatch: Steal opposing setup.Super Fang: Weaken more defensive pokemon, setting them up for a teamate to KO the same turn.Role Play: An interesting option. Copy Levitate or Water Absorb from an ally for instant immunity to Super effective attacks. Reset weather or Intimidates. Steal Storm Drain from opposing Gastrodon as it and it's teammate spam Surf/Muddy Water, nabbing two boosts and KOing the Gastrodon with HP Grass next turn. Beat Up: If you're dead set on an unexpected Justified team.Will o' Wisp: There are probably better users, but the option's thereSwagger/Foul Play: Like Will o' Wisp it's there, but there are definitely better users of it.

And of course there always all-out offensive too.

When it comes down to it, no idea's too Farfetch'd when it comes to building a pokemon team.

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